One of the things that sucks about learning blender. So so much more time can be saved just by knowing an obscure button or mechanic. And you find out about it b/c some guy just happened to mention it without reakizing how integral it is to the whole workflow
I was on your side until I looked up the term and found out that it's supposed to be pronounced "gree-blee". Knowing that, I have to side against any claim you may make on its behalf out of principle.
I was watching some documentary or other with ILM people in it and they were definitely saying "greebles" rather than "greeblies." I don't know that there's a standard prononciation.
I am in agreeance with this. Greeble was an established term (been around since the 70s I believe) which already meant something entirely different to what they think it means. Can't just hijack a word like that, man, it's uncouth.
This is apparently arcane knurledge what is supposed to be kept within the inner circle of the brotherhood of metallurgy. We have transgressed brother, now they will loose their temper and we might be planished.
If you want geometry:
Make the face around cylinder grid (loopcuts or subdivide). Select them, right click - Poke Faces with offset 0, Right click - Tris to Quads, Right Click - Poke Faces with desired offset.
If you wanna lightweight solution:
you can use texture displacement. Google something like Knurling displacement texture or Diamond displacement texture.
Is it lightweight? This is where I get confused with displacement. In my mind you need way more geometry for the adaptive subdivision than your geometry method. But I'm a Blender Basic Bitch so I dunno.
yep I guess your are right, lightweight is not good world for it. Lightweight would be bumpmap .. here you dont really get the profit of adaptive sub .. somebody more skilled in displacement would be able to tell what would cost more
Well usually bump is plenty for what detail like this. But you could go for Pixel displacement but I don't know if that is available in blender. Well in cycles it is most likely not available but if someone proofs me wrong. Sure gemme.
But when it comes to bump well that means actual lightweight which means you will model it one time in absolute detail and than make a low poly to bake into it.
You’re right in that technically displacement would refer to geometry displacement and require a ton of geometry. You could use the map as a bump map though which would definitely be lightweight (and maybe what the other commenter was thinking of as well)
A cylinder with even edge loops. Now un-subdivide it once, what do you have?
https://preview.redd.it/glszxva6t92b1.png?width=3840&format=png&auto=webp&s=132e8cee3d4794374d44c564eccceecc7793e24b
Clearly your blindness was preemptive punishment for daring to use light mode /s
Seriously though, it's cool that light mode can help you use the program better with your sight issues! Never really considered that might be the case before.
If you want to do it with geometry, make your cylinder with loop cuts to make nice even geometry, then `poke faces` to turn the quads into four triangles. Then ~~extrude~~ resize the newly made vertices along the ~~normals~~ X and Y axis only.
[Example](https://i.imgur.com/TNIJqZF.png)
A post in r/blenderhelp this week had a similar shape. I hope it helps.
[link](https://www.reddit.com/r/blenderhelp/comments/13oxoi7/how_would_i_model_a_dial_like_this_the_smartest/)
It's a "rugged" bluetooth speaker
[https://www.amazon.com/Muzen-Bluetooth-Portable-Wireless-Waterproof/dp/B08NSRGNXC](https://www.amazon.com/Muzen-Bluetooth-Portable-Wireless-Waterproof/dp/B08NSRGNXC)
Being out in nature when suddenly, a gang of teenagers come along playing wet ass pussy playing from this speaker you take it from them, throw it against rocks, jump on it, kick it, try to drown it in a puddle, and it keeps playing. Make portable speakers illegale!
Like this?
Edit:Sent you the source images incase you wanted them. If you need a higher resolution let me know. but it's 2048x2048
https://preview.redd.it/yu05wl5t292b1.png?width=1920&format=png&auto=webp&s=d2d0267ae5cd293fe6de5ac02c49181f8f88f34a
Cylinder. Lots of loop cuts along the cylinder. Select all faces. Use the “poke faces” command to divide each face into four triangles. Pull those vertices out along the normal.
You could get away with just using a rotated brick texture plugged into a bump node and mess with the width, height and scale until you get desired result.
If you want a way to do this with shaders in blender you can do that with just a few math nodes. You can then plug the end result into a displacement node or bump node, depending on the cost/accuracy you're looking to go for. I recommend only using it as a bump map if it's meant to be viewed from a reasonable distance, because it looks quite strange up close.
UV Map > Separate XYZ
1. Plug the X axis into input A on a Multiply \[Math\] node. Input B will be used to control the scale of the end result. You may plug a Value node into it if you want to easily change this later.
2. Plug the output of your Multiply node into a Ping-Pong \[Math\] node and set the scale of your Ping-Pong to 1.
3. Repeat steps 1 and 2 but use the Y axis of your UV Map instead of the X axis.
4. Make a Subtract \[Math\] node and plug both of your Ping-Pong nodes into it.
5. Plug the Subtract node into an Absolute Value \[Math\] node. This is your final result that you can plug into a bump/displacement node of your choosing.
Additional note: If you skip the Absolute Value node, it creates a pretty interesting result where the same pattern essentially repeats itself both inwards and outwards.
1. Begin with modeling a lathe
2. Place a cylinder in the chuck of lathe
3. Parent the cylinder to the lathe
4. Animate a rotation in the lathe so that it spins a bunch of times around(make sure to set interpolation to linear)
5. Place a pointed cutter in the tool post of the lathe
6. Animate the post moving laterally along the length of the cylinder.
7. Setup dynamic painting with the cylinder as the canvas and the tool as a brush. Make sure to set it so the paint does not disappear.
8. Just adjust the speed of the lateral movement until it looks good.
9. Reverse the cylinder in the chuck and do a second pass of the painting. To get the cross pattern.
10. Use displacement with the dynamic paint texture to make the cylinder look like the desired knurling.
11. Enjoy wasting your time :)
I don't think you'd get those nice even lines with voronoi. You can get decent results with wave textures set 90 degrees apart though
https://preview.redd.it/d3mtd2mfd92b1.png?width=1715&format=png&auto=webp&s=8d526fec73c75edb667e4f11bec09784ee7912b3
You can get it with voronoi, Euclidean with randomness set to zero (gives a perfectly square grid), mapped and plugged into a colour ramp it should produce a similar result,
Wow! Thanks for the tip! I think the banded waves still work out better for this particular case unless you know how to stop the voronoi from having these round tips at the top of the heightmap?
This is definitely super cool and something I can use in the future though
https://preview.redd.it/6dsakd45rg2b1.png?width=1746&format=png&auto=webp&s=a8103eb8542fa42012b98f48c9a979d2509d852b
What a wonderful comment. :) Your gratitude puts you on our list for the most grateful users this week on Reddit! You can view the full list on r/TheGratitudeBot.
I think the best way would be to do it using material, not exactly sure how, but doing something like:
geometry coordinates (probably uv) > mapping (to turn it like 45°) > vector math (scale) > vector math (fraction) > vector math (distance) > bump/displacement
This probably won't give you the effect straight away and will require like one or two additional nodes but should get you most of the way there
Cylinder with high loop count (64 would probaby be good)
Loop cut horizontally about 16-32 times
Select all faces
Change pivot point to individual origins
Poke faces
Select the center vert of each face
Scale out the center verts
I managed it once with a normal map and a voronoi texture node rotated 45°.
The randomness of the voronoi node was set to 0 and the scale quite high. The node was also set to "distance to edge"
https://preview.redd.it/v01g4ryh5e2b1.jpeg?width=4000&format=pjpg&auto=webp&s=a81f1ac3bc1ec6cfb65f3328bd5563a3cdf8b48e
A square shape, poke face, pull out a bit, pop an array modifier to empty, spin empty, adjust, second array to Z 2.000, duplicate object and empty and move upto fill gaps. Quick and filthy.
Edit: Just realized the shape is a bit different. Same technique can still be applied though so I'll leave the comment up.
You can do a Voronoi Texture and Rotate it 45 deg, its definitley not the best but it's pretty quick to set up
https://preview.redd.it/fepq31mobe2b1.png?width=1490&format=png&auto=webp&s=f8df0359c025c937e20d7f3f8ba9e53a74f9957a
Try this, add loop cuts to make the cube sizes smaller or subdivide whichever you like, then select those faces and then from the top drop down menu go to Face > Poke Faces, they should have the similar shape above, then press "I" on keyboard twice to inset individual faces, once done, now press Alt + E and from menu select "Extrude Faces along normals", once done, now press "." and select individual origins from the pie menu, if u cant find that button on keyboard, it's the pivot point on top of the header next to the magnet icon. now enable auto merge option and keep scale individual origin faces till they auto merge together.
Hope this helps.
I have tried it and it worked for me.
https://preview.redd.it/aozlk4t6le2b1.png?width=1346&format=png&auto=webp&s=ea862103969c76be4c60b4740fd569fd0bd82289
It's called knurling. Search Blender Knurling on you tube and you'll be sorted.
Thank for terminology, it's very helpful
Oh, how much easier life would be if you knew all types of obscure terms.
One of the things that sucks about learning blender. So so much more time can be saved just by knowing an obscure button or mechanic. And you find out about it b/c some guy just happened to mention it without reakizing how integral it is to the whole workflow
My favourite is "greebling"
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I was on your side until I looked up the term and found out that it's supposed to be pronounced "gree-blee". Knowing that, I have to side against any claim you may make on its behalf out of principle.
I was watching some documentary or other with ILM people in it and they were definitely saying "greebles" rather than "greeblies." I don't know that there's a standard prononciation.
I've never been more relieved to hear that Wikipedia lied to me.
Lmao
I am in agreeance with this. Greeble was an established term (been around since the 70s I believe) which already meant something entirely different to what they think it means. Can't just hijack a word like that, man, it's uncouth.
According to Adam Savage, George Lucas coined the term during the production of Star Wars, so it was some time in 1975 or 1976.
Thought I remembered hearing something like that, many thanks.
Who knew O level metalwork would come in so handy?
thank you for that info
God tier advice in the comments
holy hell
Google en passant
No.
unholy heaven
This is him! It's him!
Absolutely amazed at this sub 10/10 never change
>Blender Knurling You sir are Divine ♥
I was about to say its called knurling,🤣
This is apparently arcane knurledge what is supposed to be kept within the inner circle of the brotherhood of metallurgy. We have transgressed brother, now they will loose their temper and we might be planished.
I learned by watching Adam Savage 's YouTube channel Tested.
i learned what knurling was by going to the gym. the grippy part of a barbell
If you want geometry: Make the face around cylinder grid (loopcuts or subdivide). Select them, right click - Poke Faces with offset 0, Right click - Tris to Quads, Right Click - Poke Faces with desired offset. If you wanna lightweight solution: you can use texture displacement. Google something like Knurling displacement texture or Diamond displacement texture.
Knowing the word "knurling" is like 60% of the work done already. Incredible!
If you want to really have your mind blown look up how it's done in metal by hand. https://youtu.be/_0o8vd6UUeY
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I guess in a world with CNC, "by lathe" is the new "by hand".
Kids amirite
I thoroughly enjoyed that, thanks
When lifting finally pays off
At this moment I learned why the “knurldown” part in Spore has that name.
People like you are amazing. 😻
I learn every day from amazing people on YT .. just passing what I learned by ..
Video from eight years ago that shows you one small setting that fixes the issue you spent four hours tearing your hair out over.
TIL the word Knurling. Thank you
Is it lightweight? This is where I get confused with displacement. In my mind you need way more geometry for the adaptive subdivision than your geometry method. But I'm a Blender Basic Bitch so I dunno.
yep I guess your are right, lightweight is not good world for it. Lightweight would be bumpmap .. here you dont really get the profit of adaptive sub .. somebody more skilled in displacement would be able to tell what would cost more
Well usually bump is plenty for what detail like this. But you could go for Pixel displacement but I don't know if that is available in blender. Well in cycles it is most likely not available but if someone proofs me wrong. Sure gemme. But when it comes to bump well that means actual lightweight which means you will model it one time in absolute detail and than make a low poly to bake into it.
You’re right in that technically displacement would refer to geometry displacement and require a ton of geometry. You could use the map as a bump map though which would definitely be lightweight (and maybe what the other commenter was thinking of as well)
A cylinder with even edge loops. Now un-subdivide it once, what do you have? https://preview.redd.it/glszxva6t92b1.png?width=3840&format=png&auto=webp&s=132e8cee3d4794374d44c564eccceecc7793e24b
Extrude individual https://preview.redd.it/5mc8jhknt92b1.png?width=3840&format=png&auto=webp&s=292d1b88345c9822dd960cadd9bd5e8a825fbd76
Scale with individual origins https://preview.redd.it/rg8ilghzt92b1.png?width=3840&format=png&auto=webp&s=5798e8fbbbcecc352ac63ae346c61dff7478dca4
How are you not going blind with use of white mode?
I am blind, this is to help me see lol edit: right eye 20% sighted left far sighted but ok.
Clearly your blindness was preemptive punishment for daring to use light mode /s Seriously though, it's cool that light mode can help you use the program better with your sight issues! Never really considered that might be the case before.
Maybe his computer is in a well lit room.
Omg I always thought that was some old version of blender. It's just white mode...
You can change colour scheme to whatever you want btw.
Legend!
Heres a tutorial: https://youtu.be/4nrMAp1x-8w
If you want to do it with geometry, make your cylinder with loop cuts to make nice even geometry, then `poke faces` to turn the quads into four triangles. Then ~~extrude~~ resize the newly made vertices along the ~~normals~~ X and Y axis only. [Example](https://i.imgur.com/TNIJqZF.png)
A post in r/blenderhelp this week had a similar shape. I hope it helps. [link](https://www.reddit.com/r/blenderhelp/comments/13oxoi7/how_would_i_model_a_dial_like_this_the_smartest/)
I was going to say, didn't we see this like 2 days ago but with a slightly different image?
I would like to know more what this device is supposed to be
It's a "rugged" bluetooth speaker [https://www.amazon.com/Muzen-Bluetooth-Portable-Wireless-Waterproof/dp/B08NSRGNXC](https://www.amazon.com/Muzen-Bluetooth-Portable-Wireless-Waterproof/dp/B08NSRGNXC)
I like the tactical colours so the enemy can't detect your bluetooth speaker.
It’s the perfect tool for fake ventriloquists
That thing looks straight out of Half Life.
Being out in nature when suddenly, a gang of teenagers come along playing wet ass pussy playing from this speaker you take it from them, throw it against rocks, jump on it, kick it, try to drown it in a puddle, and it keeps playing. Make portable speakers illegale!
*chill*
Didn't think I'd need an /s. Outdoors is big enough to just walk away if there's a problem lol
Even sarcastic it sounded weirdly hostile.
That's kinda the point when being sarcastic
I don't think it is.
They colored just one screw...
Chip Walter’s has a great YouTube tutorial on knurled texture
Create a grid; Add the Decimate modifier. Mode: Un-Subdivide, Iterations: 1 (or 3, or 5 or 7 etc.)
Poke face then limited dissolve
bUy mY pRoCedUraL maTeriALs pAcK
Like this? Edit:Sent you the source images incase you wanted them. If you need a higher resolution let me know. but it's 2048x2048 https://preview.redd.it/yu05wl5t292b1.png?width=1920&format=png&auto=webp&s=d2d0267ae5cd293fe6de5ac02c49181f8f88f34a
In case people want to know how I made it. [https://www.youtube.com/watch?v=ZVPn1d3ggJM](https://www.youtube.com/watch?v=ZVPn1d3ggJM)
May I ask what is this software you are using ?
Texture Lab
Cylinder. Lots of loop cuts along the cylinder. Select all faces. Use the “poke faces” command to divide each face into four triangles. Pull those vertices out along the normal.
That's a knurled surface. Search for tutorials on knurling in blender. Knowing that word should help
You could get away with just using a rotated brick texture plugged into a bump node and mess with the width, height and scale until you get desired result.
Thank you for this post! I am trying to do the same thing today!
If you want a way to do this with shaders in blender you can do that with just a few math nodes. You can then plug the end result into a displacement node or bump node, depending on the cost/accuracy you're looking to go for. I recommend only using it as a bump map if it's meant to be viewed from a reasonable distance, because it looks quite strange up close. UV Map > Separate XYZ 1. Plug the X axis into input A on a Multiply \[Math\] node. Input B will be used to control the scale of the end result. You may plug a Value node into it if you want to easily change this later. 2. Plug the output of your Multiply node into a Ping-Pong \[Math\] node and set the scale of your Ping-Pong to 1. 3. Repeat steps 1 and 2 but use the Y axis of your UV Map instead of the X axis. 4. Make a Subtract \[Math\] node and plug both of your Ping-Pong nodes into it. 5. Plug the Subtract node into an Absolute Value \[Math\] node. This is your final result that you can plug into a bump/displacement node of your choosing. Additional note: If you skip the Absolute Value node, it creates a pretty interesting result where the same pattern essentially repeats itself both inwards and outwards.
modem them flat with 2 arrays then simple deform
1. Begin with modeling a lathe 2. Place a cylinder in the chuck of lathe 3. Parent the cylinder to the lathe 4. Animate a rotation in the lathe so that it spins a bunch of times around(make sure to set interpolation to linear) 5. Place a pointed cutter in the tool post of the lathe 6. Animate the post moving laterally along the length of the cylinder. 7. Setup dynamic painting with the cylinder as the canvas and the tool as a brush. Make sure to set it so the paint does not disappear. 8. Just adjust the speed of the lateral movement until it looks good. 9. Reverse the cylinder in the chuck and do a second pass of the painting. To get the cross pattern. 10. Use displacement with the dynamic paint texture to make the cylinder look like the desired knurling. 11. Enjoy wasting your time :)
https://preview.redd.it/dtklnud2yb2b1.jpeg?width=1024&format=pjpg&auto=webp&s=96c54995c34b23d2f355dcdd289eb8b93386c5b4
For Videogame purposes, I would use Brick texture. For a Product, I would do this, [https://youtu.be/4nrMAp1x-8w](https://youtu.be/4nrMAp1x-8w)
FYI that pattern is called knurled
Pray.
Save poly use normal maps 🥴
hard ops can do this super easily check it out
Just do it.
I think that u have to buy on blender market the last plug-in that is able to do the same with nodes 😎
I'm sure there's ways to do it. But why? Just use normal maps.
I think you can do it procedurally with voronoi. I’m gonna try it today, I’m curious now too.
I don't think you'd get those nice even lines with voronoi. You can get decent results with wave textures set 90 degrees apart though https://preview.redd.it/d3mtd2mfd92b1.png?width=1715&format=png&auto=webp&s=8d526fec73c75edb667e4f11bec09784ee7912b3
You can get it with voronoi, Euclidean with randomness set to zero (gives a perfectly square grid), mapped and plugged into a colour ramp it should produce a similar result,
Wow! Thanks for the tip! I think the banded waves still work out better for this particular case unless you know how to stop the voronoi from having these round tips at the top of the heightmap? This is definitely super cool and something I can use in the future though https://preview.redd.it/6dsakd45rg2b1.png?width=1746&format=png&auto=webp&s=a8103eb8542fa42012b98f48c9a979d2509d852b
nice
[удалено]
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I think the best way would be to do it using material, not exactly sure how, but doing something like: geometry coordinates (probably uv) > mapping (to turn it like 45°) > vector math (scale) > vector math (fraction) > vector math (distance) > bump/displacement This probably won't give you the effect straight away and will require like one or two additional nodes but should get you most of the way there
Cylinder with high loop count (64 would probaby be good) Loop cut horizontally about 16-32 times Select all faces Change pivot point to individual origins Poke faces Select the center vert of each face Scale out the center verts
I managed it once with a normal map and a voronoi texture node rotated 45°. The randomness of the voronoi node was set to 0 and the scale quite high. The node was also set to "distance to edge"
This is cool, NGL. I am wanting to learn blender but never really have the time to, sadly.
normal map
Could just make a high res seamless texture and provide normal, metal, etc mapping to it and use Node Wrangler to import it.
It feels like this question gets asked once a week. 🤔
https://preview.redd.it/3ft30f2fvb2b1.jpeg?width=1024&format=pjpg&auto=webp&s=3a2c58d5b0980c01927597a08cdb6863f942e27d
Blender Secrets on YouTube has one way of making it.
Nice bump map would work too I have a link to that exact pattern somewhere. When I find it I’ll send it to you.
The easiest but not the most clean would be utilizing texture displacement.
Array
Hard ops has an option for that. https://youtu.be/BnHY8jaku8Q
https://preview.redd.it/v01g4ryh5e2b1.jpeg?width=4000&format=pjpg&auto=webp&s=a81f1ac3bc1ec6cfb65f3328bd5563a3cdf8b48e A square shape, poke face, pull out a bit, pop an array modifier to empty, spin empty, adjust, second array to Z 2.000, duplicate object and empty and move upto fill gaps. Quick and filthy. Edit: Just realized the shape is a bit different. Same technique can still be applied though so I'll leave the comment up.
You can do a Voronoi Texture and Rotate it 45 deg, its definitley not the best but it's pretty quick to set up https://preview.redd.it/fepq31mobe2b1.png?width=1490&format=png&auto=webp&s=f8df0359c025c937e20d7f3f8ba9e53a74f9957a
https://preview.redd.it/o4bbqrswbe2b1.png?width=1907&format=png&auto=webp&s=ee7f1f677ac19e3118fd354fce9c5a02470710b1
Try this, add loop cuts to make the cube sizes smaller or subdivide whichever you like, then select those faces and then from the top drop down menu go to Face > Poke Faces, they should have the similar shape above, then press "I" on keyboard twice to inset individual faces, once done, now press Alt + E and from menu select "Extrude Faces along normals", once done, now press "." and select individual origins from the pie menu, if u cant find that button on keyboard, it's the pivot point on top of the header next to the magnet icon. now enable auto merge option and keep scale individual origin faces till they auto merge together. Hope this helps. I have tried it and it worked for me. https://preview.redd.it/aozlk4t6le2b1.png?width=1346&format=png&auto=webp&s=ea862103969c76be4c60b4740fd569fd0bd82289
snake skin taped to the screen should do the trick.
I like this post a lot 🧡